For the system as implemented, I agree. I would have gone with a Babylon 5 type system with jump rails (Remember the jump rails in the old Calypso storyline? I do.) for interplanetary travel combined with large enough ships being able to create their own jump point for their own mass plus some smaller auxillary vessels in tight formation.
What is called a thruster in the current system could be a jump rail adapter for smaller ships, a jump point generator, computer, powerplant, whatever in the big ships.
Orbital space would fall within the operating space of each planet partner. Jumps could be limited to a certain number of parsecs, adding the neutral space stations as intermediary points on the space lanes where MA themselves could pull in some space decay without Calypso.
The jump could have some uncertainty built into the game mechanics, somewhat randomizing the re-entry to normal space either within or outside PVP zones. Crews would have to be prepared for anything when coming out of a jump.
I believe the only thing that would be changed in the economical balance of the game by this implementation would be that pilots could have two revenue opportunities: local flights from ground to system stations, and those equipped for jumps could ply the interstellar lanes with passengers and cargo.